Specie: Dwarf
Dwarves are a proud and stoic people who have carved out their lives in the stone of mountains and deep earth. Known for their resilience, craftsmanship, and enduring traditions, they place great value on honor, kinship, and the mastery of their chosen trade.
Though many dwarves dwell in highland holds and mountain strongholds, others live in vast subterranean cities buried beneath the surface, working deep mines and stone halls. Their settlements often extend downward—but rarely reach the Underworld proper. Only a few ancient outposts or abandoned mining posts ever crossed that depth, now little more than dangerous ruins or occasional excavation sites.
Specie overview

Physiology : Short, stocky, and immensely sturdy, dwarves usually stand around 4 to 4.5 feet tall, with broad shoulders and strong limbs. Their features are angular and often weathered, with long beards considered a mark of pride among all dwarves, regardless of gender.
Deameanor : Dwarves tend to be serious, patient, and deliberate in action. Their loyalty runs deep once earned, and their grudges can last generations. Most are not quick to show emotion, but their passions—be it for stonecraft, battle, or brewing—run deeper than most realize.
Outlook : Tradition and legacy are pillars of dwarven culture. They believe in building things that last: sturdy homes, enduring alliances, and strong reputations. While not all dwarves are rigid or conservative, most take pride in upholding the old ways and preserving their history, especially in contrast to the more volatile surface species.
History : Dwarves have long dwelled beneath the mountains and within the deep caverns of the world. Some ancient strongholds trace their roots back to the first mortal civilizations. In the old age, dwarven society were split into numerous clans. In those early days, dwarven clans were in near-constant conflict, warring over control of rich veins of ore, sacred forges, and mining territory. That age of bloodshed came to an end with the rise of Durahl-Khaz, a legendary clan-lord who united the fractious dwarves through conquest. Wielding a mythical weapon, Durahl-Khaz carved his place into history by becoming the first dwarven king. Nowadays, when the dwarven king die, the successor is elected through a traditional vote—each major family casting one ballot to choose the next ruler from among their own. Despite their enduring traditions and resilience, dwarves remain ever vigilant, as conflict with goblins, orcs, and worse still looms below. But dwarves endure—and when broken, they rebuild, stronger than before.
Adventurers : Dwarven adventurers are often exiles, outcasts, explorers, or emissaries. Some seek lost relics or forgotten vaults. Others travel to prove themselves, settle old debts, or reclaim the honor of a fallen kin. Whatever the reason, they rarely abandon their roots and often carry a piece of their home with them—physically or spiritually.
Typical Name : Dwarf names are guttural sounding and followed by a clan name.
(Reference: fantasynamegenerators.com/dnd-dwarf-names.php)
Deameanor : Dwarves tend to be serious, patient, and deliberate in action. Their loyalty runs deep once earned, and their grudges can last generations. Most are not quick to show emotion, but their passions—be it for stonecraft, battle, or brewing—run deeper than most realize.
Outlook : Tradition and legacy are pillars of dwarven culture. They believe in building things that last: sturdy homes, enduring alliances, and strong reputations. While not all dwarves are rigid or conservative, most take pride in upholding the old ways and preserving their history, especially in contrast to the more volatile surface species.
History : Dwarves have long dwelled beneath the mountains and within the deep caverns of the world. Some ancient strongholds trace their roots back to the first mortal civilizations. In the old age, dwarven society were split into numerous clans. In those early days, dwarven clans were in near-constant conflict, warring over control of rich veins of ore, sacred forges, and mining territory. That age of bloodshed came to an end with the rise of Durahl-Khaz, a legendary clan-lord who united the fractious dwarves through conquest. Wielding a mythical weapon, Durahl-Khaz carved his place into history by becoming the first dwarven king. Nowadays, when the dwarven king die, the successor is elected through a traditional vote—each major family casting one ballot to choose the next ruler from among their own. Despite their enduring traditions and resilience, dwarves remain ever vigilant, as conflict with goblins, orcs, and worse still looms below. But dwarves endure—and when broken, they rebuild, stronger than before.
Adventurers : Dwarven adventurers are often exiles, outcasts, explorers, or emissaries. Some seek lost relics or forgotten vaults. Others travel to prove themselves, settle old debts, or reclaim the honor of a fallen kin. Whatever the reason, they rarely abandon their roots and often carry a piece of their home with them—physically or spiritually.
Typical Name : Dwarf names are guttural sounding and followed by a clan name.
(Reference: fantasynamegenerators.com/dnd-dwarf-names.php)
Size & Abilities
Size : Medium Innate abilities : You start with the following abilities.- Mines Dweller
Life beneath the earth has hardened your frame and sharpened your senses. Accustomed to faint glimmers of light and heavy burdens, you move confidently through dark tunnels and haul weight that would slow others.You are partially immune to Obscured (Area condition) from darkness.
- You get no penalty when it's Partially dark.
- You get the Partially dark penalty instead when it's Totally dark.
- Traditional Crafts
Craftsmanship runs in your blood. You understand quality and design instinctively, especially when working with stone and metal.You learn the following two Crafting Discipline :
- Golem Ancestry
Legends whisper of dwarves whose blood carries traces of the ancient art of shaping life from stone and metal. Those who awaken this trait undergo a terrifying and powerful transformation, taking on the form of a living golem. In this state, their bodies become hardened and resilient and their skin like forged armor. Yet, this gift is not without danger. Some dwarves, upon invoking the transformation, found themselves unable to return — trapped in their golem form. You choose wich one of the following effect to unlock :Golem Transformation :
As a Bonus Action, you may attempt activating your golem form. Requires a Constitution Check :Success :
For 1 minute, your take a golem form (you remain recognizable).- You are Ferrous (Curse Quirk).
- You gain +2 Constitution and +1 Strength.
- The transformation cannot be ended early.
(WARNING) Critical Failure :Number of Uses :
Permantly replace this ability by Golem Ancestry "Permanant Golem".
- Once.
- You regain the expended use when you sleep.
Permanant Golem :
Your permanantly take a golem form (you remain recognizable).- You have Cursed Lineage (Curse Quirk), containing Ferrous (Curse Quirk) and Peculiar Taste (Curse Quirk).
- You gain +2 Constitution and +1 Strength.
- Master of the Craft
Decades of honing one of your craft have made you a living treasure trove of technique.Choose one of your Crafting Discipline to improve :
- Auto-succeed Crafting rolls.
- During Crafting & Work (Downtime), you may perform it twice.




